using UnityEngine;

public class TRB_Hospital_SharedActions : MonoBehaviour
{
	[Header("-= Cutscene References =-")]
	public PlayerManager Kris;

	public Animator Susie;

	public Animator Berdly;

	public Animator Noelle;

	private void Start()
	{
		Kris = PlayerManager.Instance;
	}

	private void RotateSusieToDirection(Vector2 direction)
	{
		CutsceneUtils.RotateCharacterToDirection(Susie, "VelocityX", "VelocityY", direction);
	}

	private void RotateBerdlyToDirection(Vector2 direction)
	{
		CutsceneUtils.RotateCharacterToDirection(Berdly, "VelocityX", "VelocityY", direction);
	}

	private void RotateNoelleToDirection(Vector2 direction)
	{
		CutsceneUtils.RotateCharacterToDirection(Noelle, "VelocityX", "VelocityY", direction);
	}

	private void RotateKrisToDirection(Vector2 direction)
	{
		PlayerManager.Instance._PMove.RotatePlayerAnim(direction);
	}

	public void SusieIdle()
	{
		Susie.Play("Idle");
	}

	public void SusieLeft()
	{
		RotateSusieToDirection(Vector2.left);
	}

	public void SusieUp()
	{
		RotateSusieToDirection(Vector2.up);
	}

	public void SusieRight()
	{
		RotateSusieToDirection(Vector2.right);
	}

	public void SusieDown()
	{
		RotateSusieToDirection(Vector2.down);
	}

	public void SusieIdleSad()
	{
		Susie.Play("IdleSad");
	}

	public void SusieIdleN()
	{
		Susie.Play("IdleSad");
	}

	public void SusieAngryLeft()
	{
		Susie.Play("Susie_Angry_Left");
	}

	public void SusieAwkward()
	{
		Susie.Play("Susie_Awkward");
	}

	public void BerdlyLeft()
	{
		RotateBerdlyToDirection(Vector2.left);
	}

	public void BerdlyUp()
	{
		RotateBerdlyToDirection(Vector2.up);
	}

	public void BerdlyRight()
	{
		RotateBerdlyToDirection(Vector2.right);
	}

	public void BerdlyDown()
	{
		RotateBerdlyToDirection(Vector2.down);
	}

	public void BerdlyIdle()
	{
		Berdly.Play("IdleN");
	}

	public void BerdlyIdleHappy()
	{
		Berdly.Play("Idle");
	}

	public void BerdlyDownSad()
	{
		Berdly.Play("BerdlyDownSad");
	}

	public void BerdlyShockUp()
	{
		Berdly.Play("ShockUp");
	}

	public void KrisUp()
	{
		RotateKrisToDirection(Vector2.up);
	}

	public void KrisRight()
	{
		RotateKrisToDirection(Vector2.right);
	}

	public void KrisLeft()
	{
		RotateKrisToDirection(Vector2.left);
	}

	public void KrisDown()
	{
		RotateKrisToDirection(Vector2.down);
	}

	public void NoelleLeft()
	{
		RotateNoelleToDirection(Vector2.left);
	}

	public void NoelleUp()
	{
		RotateNoelleToDirection(Vector2.up);
	}

	public void NoelleRight()
	{
		RotateNoelleToDirection(Vector2.right);
	}

	public void NoelleDown()
	{
		RotateNoelleToDirection(Vector2.down);
	}

	public void NoelleShock()
	{
		Noelle.Play("ShockDown");
	}

	public void NoelleIdleN()
	{
		Noelle.Play("IdleN");
	}

	public void NoelleIdleSad()
	{
		Noelle.Play("IdleSad");
	}

	public void NoelleIdleParanoid()
	{
		Noelle.Play("TRB_IdleParanoid");
	}

	public void NoelleHesitant()
	{
		Noelle.Play("TRB_Hesitant");
	}
}
